Mobile Games - North Macedonia

  • North Macedonia
  • Revenue in the Mobile Games market is projected to reach US$11.25m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.59%, resulting in a projected market volume of US$15.48m by 2029.
  • In the Mobile Games market, the number of users is expected to amount to 0.4m users by 2029.
  • User penetration will be 17.4% in 2024 and is expected to hit 20.2% by 2029.
  • In global comparison, most revenue will be generated in China (US$34,660.00m in 2024).
  • The average revenue per user (ARPU) in the Mobile Games market is projected to amount to US$31.13 in 2024.

Key regions: Japan, Germany, South Korea, China, Asia

 
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Analyst Opinion

The Mobile Games market in North Macedonia is experiencing significant growth and development.

Customer preferences:
North Macedonian consumers have shown a strong preference for mobile games, with a growing number of people using smartphones and tablets as their primary gaming devices. This preference can be attributed to the convenience and portability offered by mobile devices, allowing users to play games anytime and anywhere. Additionally, the increasing availability of high-speed internet connections has made it easier for consumers to download and access mobile games, further driving the demand for this form of entertainment.

Trends in the market:
One of the key trends in the North Macedonian mobile games market is the rise of multiplayer and social gaming. Consumers are increasingly looking for interactive experiences that allow them to connect and compete with friends and other players. This trend is driven by the growing popularity of social media platforms and the desire for social interaction in gaming. As a result, mobile games that offer multiplayer features and social integration are gaining traction in the market. Another trend in the market is the increasing popularity of free-to-play games with in-app purchases. This business model allows consumers to download and play games for free, but offers optional in-app purchases for additional features or virtual goods. This model has proven to be successful in North Macedonia, as it allows consumers to try out games without financial commitment and provides developers with a sustainable revenue stream.

Local special circumstances:
The North Macedonian mobile games market is influenced by several local special circumstances. Firstly, the country has a young population with a high smartphone penetration rate. This demographic profile is ideal for the growth of the mobile games market, as younger consumers are more likely to engage with mobile gaming and have the necessary devices to do so. Additionally, North Macedonia has a relatively low cost of living compared to other European countries. This means that consumers have more disposable income to spend on entertainment, including mobile games. The affordability of mobile games makes them an attractive form of entertainment for North Macedonian consumers.

Underlying macroeconomic factors:
The growth of the mobile games market in North Macedonia can be attributed to several underlying macroeconomic factors. The country has experienced steady economic growth in recent years, which has led to an increase in disposable income and consumer spending. This has created a favorable environment for the entertainment industry, including the mobile games sector. Furthermore, the government of North Macedonia has implemented policies to support the growth of the technology sector, including the development of digital infrastructure and the promotion of entrepreneurship. These initiatives have facilitated the growth of the mobile games market by providing the necessary infrastructure and support for local developers. In conclusion, the Mobile Games market in North Macedonia is experiencing significant growth and development due to customer preferences for mobile gaming, trends such as multiplayer and social gaming, local special circumstances including a young population and affordability, and underlying macroeconomic factors such as economic growth and government support for the technology sector.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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